﻿////////////////////////////////////////////////////////////////////////////////////
//  FILTER CAMERA PACK - by VETASOFT 2014 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_Movie" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_Radius ("_Radius", Range(0.0, 1000.0)) = 700.0
		_Factor ("_Factor", Range(0.0, 1000.0)) = 200.0
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _Radius;
			uniform float _Factor;
			
		    struct appdata_t 
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }
 	     	#define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )
			float4 frag (v2f i) : COLOR
			{
				float factor = _Factor/_ScreenResolution.y * 64.0;
				float radius = _Radius/_ScreenResolution.x * 2.0;
				float4 col = 0.0; 
				float4 accumColx = 0.0;
				float4 accumW = 0.0;
				for (float j = -5.0; j < 5.0; j += 1.0)
				{
					for (float u = -5.0; u < 5.0; u += 1.0)
					{ 
						float2 offsetx = (1.0/_ScreenResolution.xy) * float2(u + j, j - u);
						col = tex2D(_MainTex, i.texcoord.xy + offsetx * radius);
						float4 movie = 1.0 + col * col * col * factor;
						accumColx = accumColx + col * movie;
						accumW += movie;
					}
				}  
				accumColx = accumColx/accumW;
				return accumColx;
			}
			
			ENDCG
		}
		
	}
}